It has sold well over half a million units by now– mostly from Steam, with 10% from retail. ‘Break even’ has been reached, our debts have been paid and we are now in the profitable zone. While not all of the money is for us as we had private investors on board, the game did sufficiently well for us to envision funding our next endeavors with it, meaning we’re pretty happy about its performance.

So much for turn-based fantasy RPGs not selling, crowdfunding not working and a developer like us not being capable of bringing a game to market without the help of seasoned publishers.

A whopping 500,000 units sold for an indie RPG that is exclusive to PC is quite the feat. What’s even more interesting is the sales breakdown, with only 10% of sales being accredited to retail and most of the rest coming from digital sales on Steam. It’s rare to get a glimpse at the hard sales numbers from Valve’s digital distribution service, so knowing that upward of 450,000 units were moved by the platform gives quite the insight to what being the number one seller for a month can do for a game.

More importantly, we loved Divinity: Original Sin when it came out and are happy to see that the developer has made back the costs of the game in such a quick period of time. I’m only about 40 hours into my playthrough of the game and can tell you I’d be more than ecstatic to hear that there is a chance that more Divinity is a possibility.

Andrew was enraptured by video games at a young age by series such as Pokémon and The Legend of Zelda. A self-proclaimed recovered Dota 2 addict, you can find him enjoying the best games that the PC has to offer. Outside of writing about video games, Andrew enjoys binging Netflix, reading a good book and throwing money at anything and everything Star Wars related. He probably finds your lack of faith disturbing.